using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;



namespace Game1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Base : Microsoft.Xna.Framework.Game
    {
        static Base thisBase = null;

        static GraphicsDeviceManager graphics;
        static SpriteBatch spriteBatch;
        static public Screen currentScreen;
        static ContentManager content;
        static GameWindow window;
   

        static public GraphicsDeviceManager getGraphicsDevice()
        {return graphics;}
        static public SpriteBatch getSpriteBatch()
        {return spriteBatch;}
        static public ContentManager Content
        { get { return content; } }
        static public GameWindow Window
        { get { return window; } }

        GuiManager guiManager;
        

        private Base()
        {
            graphics = new GraphicsDeviceManager(this);
            content = base.Content;
            window = base.Window;
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
          //  graphics.ToggleFullScreen();
            content.RootDirectory = "Content";
        }

        public static Base Singleton
        {
            get
            {
                if (thisBase == null) thisBase = new Base();
                return thisBase;
            }
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here


            //Audio.initialize();
            AudioManager.initialize();
            base.Window.Title = "Sci Full dEX - V0.8 Beta 8";
            
            base.Initialize();
            

        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            guiManager = GuiManager.Singleton;
            
            currentScreen = new StartScreen();
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Input.update();

            currentScreen.Update(gameTime);
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {            
            currentScreen.Draw(gameTime);
            base.Draw(gameTime);
            guiManager.Draw(gameTime);
            // TODO: Add your drawing code here           
        }

       
    }
}
